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PTB: Patch (1.8.37)



Welcome, Park Testers!

This PTB release targets a few of the last major issues with Update 11, notably guest donations and guests reacting to animals. After a final round of fixes, we will be releasing Update 11 IN A FEW HOURS and following it up with hotfixes!

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

[h3]Known Issues & Additional Notes[/h3]
  • Modular glitch where random pieces will render in place of saved ones
  • Staff hats and props can be slightly offset and floaty
  • Group scaling and rotation undo/redo doesnt work
Full Patch Notes

[h2]Additions[/h2]
  • Staff
    • Staff can now be called to prioritize assignments related to a module or enclosure
  • Audio
    • Added basic crowd audio
[h2]Changes[/h2]
  • Balance
    • Animal Info Signs no longer have guest entertainment value
  • Animals
    • The animal and exhibit crowding calculations have been re-tuned, taking into account the desired exhibit space each animal has (in sync with the values shown in the Paleopedia)
  • Guests
    • Improved guest visibility points, guests should now be more reactive to the animals in the enclosures around them
    • Guests will actively make donations again
    • Guests will appear more lively by often looking around the park as they stroll
  • Environment
    • Improved snow coloring during different times of day, visibility should now be much better during a snowy night
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed an enclosure animal registering issue caused by canceling a new animal placement action
    • Fixed a critical indexing issue that caused science teams to not properly unlock when rating was gained
    • Fixed tropical entrance on the ‘Parque Nacional Arenal’ map not being accessible by guests
  • Guests
    • Improved guest need processing logic
    • Guests need visual overlays will now render even if time is paused
    • Visitors will now have more precise placement when using facilities around the park
    • Fixed a bug where sandbox mode would disable many guest capabilities
  • Staff
    • Fixed gates closing before staff could enter them causing them to spin and lose their way
  • Buildings & Scenery
    • Prevented invalid fences from loading
  • UI/UX
    • Fixed an issue that caused the guest needs view ‘Education’ and ‘Entertainment’ buttons to have switched functionality
    • Fixed a UX issue with the Management View button at the bottom of the main board
[h2]Performance[/h2]
  • Fixed a severe performance regression introduced by a compilation error in the last update

PTB: Patch (1.8.30)



Welcome, Park Testers!

This release aims to address some of the issues reported by users on our Discord server and adds the last staff type for Update 11, Cashiers! These workers will manage the register at kiosks around the park, changing shift when additional cashiers are available. They are real, physical staff, just like Laborers and Keepers.

By default, Cashiers will be auto-hired from the Staff Center when the game detects kiosks that have no one assigned to them. This behavior can be disabled from the Park Services menu, or players can choose to manually hire Cashiers, just like the other staff types.


We've also finalized the Staff Gate design, adding 3 recolorable styles and height variations to support 1m and 6m fences. More styles will be added in the future!


Additional improvements have been made to modular building, including better rotation behavior free moving, aligning to surface and allowing for the advanced scaling or rotation of groups that do not contain modules.



[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

[h3]Full Patch Notes[/h3]
Features
  • NEW STAFF TYPE: Cashiers
    Cashiers work at kiosks, interacting with visitors. After a while, cashiers will need to change shifts if other cashiers are available.
Additions
  • Animals
    • Added behavioral one shot animations to Plateosaurus species
  • Staff
    • Added the ability to move staff
    • Laborers and Keepers now have unique uniform hats
  • Buildings & Scenery
    • Added Staff Gate 1m, 6m and 3 new styles
Changes
  • Gameplay
    • For the time being, visitors will be deleted from the park when loading a save from previous versions
    • Jeep Depot, Research Station, Staff Center, Nursery Large, Nursery Medium and Nursery Small can now only be placed once in every park, due to being tied to specific game mechanics
  • Animals
    • Decreased overall sizes of all Plateosaurus species
    • Female Plateosaurus are now smaller than their male counterparts
    • Removed Edmontosaurus dialogue from Ugrunaaluk until new lines can be recorded
    • Fixed misspelling of Ugrunaaluk (previously Ugrunaluuk)
  • Staff
    • Slightly buffed movement speed when jogging or transporting goods
  • Guests
    • Improved guest interaction positioning
    • Eyes now reflect their environment
  • Buildings & Scenery
    • Adjusted Arid Cobblestone path to improve tiling
  • UI/UX
    • Further changes to the VO dialogue box design
    • Decreased scroll sensitivity in the Animal Nursery gallery
    • Improved save/load menu UX
    • Made several improvements to the modular placement system:
      • Rotation deltas are now always calculated based on the adjacent normal up axis, never the object’s up axis: this means objects will be rotated vertically no matter their local orientation
      • Scaling and rotation checks are much more robust, the game shouldn’t allow you to scale and rotate pieces which aren’t meant to. This fixes the ability to create huge/tiny modules (e.g. Aviary, Kiosks, etc.)
      • Scaling is now allowed in group placement actions, being completely consistent across the board
    • The animal holder menu now automatically comes up when breeding new animals through the Nursery
  • Rendering
    • Improved and optimized shadow quality across all settings
Bug Fixes
  • Critical
    • Fixed a crash when hiring a new staff member
    • Fixed errors that prevented any saves containing visitors from loading properly
    • Adjusted save system to prevent players accidentally deleting all of their saves by saving with no input name (UI block as well as additional checks to ensure a save target is actually correct!)
    • Fixed a couple different crashes when closing the game
    • Fixed an animal holder duplication bug that occurred when canceling animal placement
    • Added a potential fix for a bug that would cause animal previews in the Nursery Menu to not dispose/load correctly, leading to duplicate previews
  • Gameplay
    • Fixed the animal placement action not registering an animal back into its enclosure if it was being moved, but subsequently the action was cancelled
    • Fixed the animal placement tooltip not correctly updating its text validity state
  • Animals
    • Fixed a common issue that could leave animals stuck until game reload
  • Staff
    • Staff will now check if the destination for a resource is accessible before starting an assignment to transfer that resource
    • Improved staff gate navigation precision
    • Laborers should no longer ping-pong resources back and forth between warehouses where the stock is disabled
    • Fixed Keepers getting stuck on dung mounds and returning to the compost heap in between every mound cleaned
    • Adjusted animations on various staff assignments to better fit the action taking place
    • Numerous fixes for props
    • Fixed staff props being left around in some cases
    • Fixed data for held props breaking on reloading the game
    • Fixed staff not being fireable if time is paused
    • Staff will no longer jog when they shouldn’t be
  • Guests
    • Guests will now use binoculars more accurately
    • Fixed visitors not getting satisfied after using an amenity
    • Fixed guests needs not properly computing
  • Buildings & Scenery
    • Fixed donation box recolorability
    • Fixed several shop related modular items not rendering correctly
    • Fixed bathrooms disappearing on minimum graphics
    • Fixed various materials using the wrong shader version
    • Fixed waterfall particle cutoff and reduced overall opacity, added depth fade to remove billboard artifacts when intersecting with geometry
    • Fixed Loading Bay having out of range delivery times
    • Fixed Loading Bay not respecting the disabled stock settings
    • Fixed FX pieces being walkable by guests
  • Water
    • Fixed light/color flickering on painted water
    • Fixed shadow settings not being applied properly, resulting in worse GPU performance on lower settings
    • Fixed a bug that caused constant shadow flickering when time of day is enabled
  • UI/UX
    • Fixed the animal preview in the Animal Nursery
    • Fixed the Modular Styling menu not being interactable in all relevant circumstances. It should now be accessible whenever a modular object with styles is being edited/placed
    • Cannot access the save game button, if the current save name input is empty
    • Fixed save/load menu scroll content not properly updating on search
    • Fixed a bug where save previews would all break if a single save had a corrupt or invalid save preview
  • Audio
    • Fixed inaudible Plateosaurus trossingensis broadcast
    • Fixed an issue where overlapping animal breaths got cut short
    • Fixed background static not getting destroyed when returning to main menu during dialogue
Performance
  • Fixed a memory leak
  • Optimized human rendering
  • As mentioned above, shadow rendering has been optimized across the board

PTB: Patch (1.8.24)



Welcome, Park Testers!

This latest patch for the PTB introduces staff, random excavation events, and two species of Plateosaurus! We've written some basic guides below to help players find their way around the new mechanics while we renovate the help menu, notifications and park issues. For a detailed look at staff and their new buildings, check out the latest Dev Diary.

Over the next few weeks, you'll be able to see Update 11 take on its final form as we continue to round out issues, improve gameplay clarity and reintegrate features.

[h3]Help: Hiring Staff[/h3]
  1. Build a Staff Center found in the Infrastructure category.
  2. Open the Staff Management menu by selecting your new group or by pressing the Park Services button (hexagon icon) in the bottom left of the main HUD.
  3. When inside the Staff Management menu, players can see a hiring list for all roles or specific roles.
  4. Hired Keepers and Laborers will emerge from the Staff Center.
  5. At this stage in development, staff are very hands off. As long as you have enough people and the correct facilities, they will do their best to restock the park and clean habitats.

[h3]Help: Logistics[/h3]


All buildings/modules below are found in the Infrastructure > Logistics category!
  1. To get resources into the park, build a Loading Bay.
  2. Resource distribution can be improved by building Goods Storage or Produce Storage modules in key areas. Laborers will take resources to kiosks and storage modules while Keepers will take resources to animal feeders.
  3. To clean habitats, build a Compost Heap for Keepers to deliver poop. Any poop stored inside will be converted into compost.
  4. To create your own animal feed, build Produce Stations. These must be fueled by compost (transferred by Laborers) to efficiently create food.

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Known Issues & Additional Notes
  • We are in the midst of overhauling notifications and park issues. Once complete, this will have a massive impact on game feel and clarity for both staff and excavations!
  • Cashiers are not implemented as a staff type yet. This will not impact the functionality of your kiosks as they will continue to work without staff for now.
  • The 'Call Staff' button on various UI panels are not yet functional.
  • Many of the old UI elements have not been updated.
  • Visitor clothing color variation has not been developed yet.
  • Donation boxes are currently not recolorable, we are working on a quick fix. The shop signs rendering is also glitched, which we are addressing in the same hotfix patch.

[h3]Full Patch Notes[/h3]
Features
  • NEW ANIMAL: Plateosaurus trossingensis
  • NEW ANIMAL: Plateosaurus gracilis
  • NEW FEATURE: Logistics Loop
    Place the Loading Bay and hire staff to get started. Spread the park inventory with storage facilities and grow your own food with Produce Stations using the compost from Compost Heaps!
  • NEW FEATURE: Staff
    Hire staff to manage the needs of guests and animals.
    • NEW STAFF TYPE: Laborers
      Laborers refill guest facilities and transfer both goods and produce to storage facilities around the park.
    • NEW STAFF TYPE: Keepers
      Keepers refill animal feeders and clean habitats, transporting dung to Compost Heaps.
Additions
  • Gameplay
    • Added the Trossingen Formation
    • Added the Löwenstein Formation
    • Added monthly RNG excavation events! These events will affect each excavation’s cycle time, cost, and even fossil yield rate
    • Added negative land value influence to bathroom modules
  • Animals
    • Added detail maps to most animals, offering subtle surface detail upon close inspection
  • Guests
    • Added appropriate clothing for each map climate
  • Buildings & Scenery
    • Added empty states for the enrichment feeders, Blood Pumpkin, Fruit Block, and Termite Mound
    • Added black fades to the bathroom modules, Fossil Depot, Visitor Spawner & Staff Structure entry points
    • Added Silhouette Signs for Plateosaurus & Leaellynasaura
    • Binocular modules are now useable by guests
  • UI/UX
    • Added guest and staff selection, with a dedicated selection panel showing relevant information for each
    • Added interaction point visualization on any and all modules that sport animal/human interaction points. These helpful arrows are available during construction actions
    • Lighting within modular groups can now be turned on during the day by switching on the ‘Always Keep Lights On’ in the lighting tab of each group’s selection menu
    • Added a dedicated Excavations section to the Paleopedia
    • Added paleopedia pages for Microraptor and Archaeopteryx
    • Added paleopedia page descriptions for Edmontosaurus regalis, Edmontosaurus annectens, Ugrunaluuk, Triceratops prorsus, Triceratops horridus
    • Shops now display a ‘missing stock’ state icon when low on stock
    • Added a ‘Remove Vegetation’ toggle to the modular building toolbox. If disabled, players will be able to place modular items without automatically removing vegetation
  • Audio
    • Added a “woosh” when the camera is moved or rotated at high speeds
Changes
  • Balance
    • Rebalanced animal ratings across the board
  • Gameplay
    • Rebalanced fence strengths across the board, with more fence types being available in the early game
    • Halved occlusion multiplier for Park Beauty, making it a bit trickier to completely negate negative land value
    • The research system now shares the excavation system’s science teams, employing said teams to unlock research projects
  • Animals
    • Sinotherium is now correctly assigned to the Neogene period
    • Adjusted social and exhibit space needs displayed in the paleopedia for all animals
    • Adjusted animation speed on the unique Protoceratops idle animation
    • Improved nasal seam on Pachyrhinosaurus species
    • Adjusted Leaellynasaura skin color variation
  • Construction
    • Can no longer place fences shorter than 2 meters. Does not limit snapping or intersection behavior
    • Fence placement snapping now scales with distance to the camera, will make building large enclosures much easier
    • Enclosures are now selected after they are completed for the first time
  • Buildings & Scenery
    • Adjusted organic prop coloring on Flat Fruit Feeder and Produce Stations
    • Minor piece texture changes/improvements across the board, including adjustments to reflectivity of many metal pieces and props to be less blinding/wet looking.
    • Replaced Brick visuals in the Basic theme with a higher fidelity texture.
    • Rotated Arid Benches 180 degrees for parity with the rest of the benches (May affect some prefabs, apologies in advance!)
    • Converted most light sources into spotlights to reduce light leak and potentially improve performance. Those that use spotlights now feature a cookie (makes it look like light is emitting from a bulb!). This will impact how lighting appears in your prefabs!
    • Reduced light emitted from halloween candles
    • Simplified collision on a number of lighting props
    • Adjusted collision on staff and logistics modules
    • Added shop visual fill effects
  • Environment
    • Adjusted Boreal map lighting
    • Adjusted Desert map lighting
    • Adjusted Tropical map lighting
    • Adjusted scattering atmospherics to further reduce overblown sunrise/sunset
    • Shortened Grassland biome grass rendering distances
  • UI/UX
    • Completely overhauled the modular group and piece selection menus, with a heavy focus on widget access and modularity. The main function of each relevant module can now be accessed at every level of the modular selection
    • To provide an improved user experience, the paleopedia picture now switches off whenever a user action is running, switching back on afterwards, provided the ‘Show Picture’ option is enabled
    • Side quick access menus (Weather & Time, Paleopedia, etc) now show up in front of the Management Menu
    • Changed the shape of state icons and changed the inaccessible module icon to show blocked guests
    • Updated the voice line panel, and gave Nigel different outfits based on the map that’s currently being played on!
    • Temporarily disabled the Help Menu while we work on brand new help articles
  • Rendering
    • Improved frustum and occlusion culling for wall/roof pieces
    • Addressed culling issues for a variety of pieces
  • Audio
    • Extended or reduced audible distance on various animal sounds
    • Adjusted surface interaction sounds to randomize volume and lowpass for additional variation
    • Adjusted small herbivorous dinosaur eating sounds
    • Adjusted field reverb, distance attenuation and distance model to better serve tycoon gameplay and allow for easier game mixing. This may result in overall louder animals!
    • Feathered and furred bodies will emit rain impact sounds during a storm, but not as much as scaled or leathery animals
    • Changed placement material sounds for new logistics/infrastructure buildings, donation boxes, blood pumpkin and moss roof style
Bug Fixes
  • Critical
    • Fixed a crash that occurred when closing the Time & Weather Menu
    • Further fortified the research system’s initialization, adding extra safeties and checks
    • Fixed a crash when terraforming near the edge of the map
    • Fixed two crashes in nav queries
    • Fixed a few cases of new features breaking loading
  • Animals
    • Fixed Coelophysis, Leaellynasaura, Protoceratops, Psittacosaurus and Velociraptor getting stuck while eating or drinking
    • Fixed Camarasaurus species using flat plants feeder
    • Fixed Argentinosaurus and Brachiosaurus social call animation
    • Fixed Tyrannosaurus eating exit animation
    • Fixed Paraceratherium broadcast not playing
    • Fixed animals placed outside an enclosure not registering as an escaped animal
    • Fixed a seam on the Muttaburrasaurus belly
  • Guests
    • Will now choose nearby interaction points more intelligently
    • Fixed exploration behavior, previously could generate giant crowds at particular locations.
    • Fixed guest needs flickering
  • Buildings & Scenery
    • Fence shadows fixed
    • Fence demolition red highlight has been restored
    • Fixed normals on plant and fruit feeders
    • Fixed feeders not having their visuals set when first placed and infinite food is turned off
    • Fixed enrichment feeders not being loaded as feeders, having no fill amount
    • Binocular modules have their visibility cones turned back on
    • Fixed various bugs related to Animal Information Signs not detecting nearby enclosures
    • Fixed LOD rendering for Bathroom Sign Square
    • Fixed a rare error causing the selection outline to not work on certain modules, if their style was changed
  • Construction
    • Fixed animal containment bugs when updating enclosure layouts
    • Intersecting fence placements can no longer override the max fence length limit
    • Fixed a bug where it was possible to create fences with the same start and end point
    • Improved enclosure detection, will now correctly handle situations where the main fence posts form a polygon outside the enclosed area
    • Fixed a potential issue that could have been causing animals to be lost when enclosures were modified
    • Fixed fences not costing any money
    • Fences loaded from legacy saves are now put through a more sophisticated version upgrade algorithm, addresses issues with enclosure detection
    • Visitor entrance collision now correctly updates when loading legacy saves
  • UI/UX
    • Fixed several GUI initialization errors
    • Fixed one issue causing the camera to accidentally restrict zoom behaviour
  • Audio
    • Fixed brick walls using wood placement sounds
    • Fixed offset audio on Protoceratops unique idle animation
    • Fixed alt species specific sounds for Juxia
  • Misc.
    • Fixed fly particle rendering
Performance
  • CPU Optimizations
  • Numerous Memory optimizations
  • Visitor rendering performance improvements

Dev Diary: May 2024





Welcome to the May Development Update!

n this blog post, we’ll be detailing our current progress on Update 11 and talking about our plans for the next few updates.



Plateosaurus AND staff will be coming to the Update 11 PTB soon!

The next PTB release will include access to an early version of staff gameplay - featuring laborers and keepers! Their visuals are still a heavy work in progress, featuring non-final animations and materials, but their gameplay is mechanically functional.

Although we explained how staff and logistics work in a previous dev diary, we’ll quickly go through it again here with new in-game screenshots and gifs.

[h2]Update 11: Staff & Logistics[/h2]
[h3]THE LOADING BAY[/h3]
It all begins with the Loading Bay - a module that imports resources for animals and guests. This building can only hold a small amount of items, relying on staff to distribute supplies throughout the park.



When resources have been collected by staff, a truck will depart to replace your missing inventory, returning later in the month. Downtime between deliveries can be improved by purchasing up to two additional trucks per Loading Bay.



[h3]STORAGE[/h3]
Since the Loading Bay can run out of room, you’ll need to eventually expand your storage. Storage modules for goods and produce can be strategically placed around the park to shorten delivery times in the long term.



In Prehistoric Kingdom, this is a physical process. Laborers will walk from the Loading Bay to storage modules, transporting the required goods. There is no global “park-wide” resource pool, each storage building has its own internal stock and demands physical interaction from a Laborer or Keeper in order to retrieve a resource.



Players can selectively block certain resource types when selecting a storage module, allowing you to flexibly customize how things are stored without having to clinically micro-manage everything. Blocking a resource that’s already in storage will have it removed by a Laborer.



[h3]LABORERS[/h3]
The Laborer’s primary role is to transport resources around the zoo, taking meals and merch from the Loading Bay or Goods Storage in order to restock kiosks, restaurants and gift shops so that visitors have products to buy.

As mentioned, these staff members also take the responsibility for moving resources between storage modules. They like to move it, move it!



[h3]KEEPERS[/h3]
Keepers take produce from the Loading Bay, storage modules or Produce Stations. They’ll enter habitats via the new Staff Gates and restock feeders, providing your animals with food.



You can see a work in progress refill below! We intend to make Keepers push wheelbarrows once it’s all finished.



Seeing staff running around exhibits really gives us an appreciation for how big these animals were (and highlights how massive these feeders are!).



Of course, after animals have eaten, they’ll also poop! Keepers ensure habitats stay clean by taking dung to the nearest Compost Heap for conversion into compost.



[h3]PRODUCE STATIONS[/h3]
Compost is delivered to Produce Stations by Laborers. It’s with these modules that players can grow their own food supply, converting compost into edible plants, fruit, meat, fish or insects for the animals.



Without compost, Produce Stations will continue to generate food, but will do so at a heavily reduced rate. You’ll need a decent amount of poop to keep these things going, but the gains are worth it!

[h3]FINAL THOUGHTS[/h3]
Once staff go live on the PTB, we’ll be taking notes on balance while development continues on Update 11. We aren’t expecting to have them absolutely perfect out the gate, and there’s a lot of work still to be done on guiding players through this entire system.

One of the funny quirks that staff currently have is that they’ll freely navigate wherever they want. They’ll always take the quickest path to their destination, even if it means going off-road. This is something that we’d obviously like to improve, but regardless, they’ll get the job done even if it means wandering through a desert for now.



Another thing we’d like to quickly draw attention to are the staff gates! These are modular objects that can be used anywhere, they are not exclusive to fences. This means that you can create functioning staff-only areas which can be essential for maintaining high park beauty.



On that note, we absolutely love seeing staff move about the zoo. It completely changes how we build and makes us want to spend more time constructing backstage areas.

[h2]Update 11: Improved Modular Group UI[/h2]
As part of our ongoing UI improvements, we’ve completely revamped the interface for selecting modular groups and items. It’s refreshed, minimalized and highly contextual to the group’s contents or selected pieces.

Clicking on a group now shows all the module information inside, allowing players to easily view things like Loading Bay contents, storage modules or change an animal information sign. You can collapse each widget individually or hold the shift key to collapse all the widgets at once.





These widgets will show up while editing a group, too! Simply select the item you want to view and the widget will appear, exactly like on the group menu. No more jumping back and forth.



When selecting a group with lights, you’ll be able to access a brand new lighting tab. From here, players will have the option to permanently toggle their lights on, regardless of the time of day. Indoor exhibit builders, rejoice!



[h2]Update 11: Paleopedia[/h2]
Since the last dev diary, we’ve added the Paleopedia to the PTB. This can be accessed at any time from the left side of the screen, making it perfect for habitat construction or learning more about your creatures.



From the home page, players can filter the search results by biome, time period, continent, diet and even animal size.



In the future, we will be expanding the Paleopedia to include articles for dig sites and eventually paleobotany! It’s important to learn more about our prehistoric world and we hope the Paleopedia can be a resource for that with time.

[h2]Update 11: Animal Detail Maps[/h2]
As a small improvement to the animal visuals, we’ve added detail maps to almost every species. This is a subtle layer of bumpy skin and scratches that sit on top of the existing art assets. It’s not noticeable at a distance, but helps greatly when observing animals up close.



[h2]Update 11: What’s Left?[/h2]
Beyond the expected polish needed for staff, there’s a few things we’d like to do. For one, we’ll need to do a lot of work on funneling/teaching players about the new mechanics. We’ve been designing a new help menu with updated articles to detail how everything in the game works and will also be revamping the game’s notification system to be more helpful, providing suggestions and better information about what’s wrong.

In terms of staff, we still need to implement cashiers and then focus on balance until we’re out of PTB. Keep your eyes on our socials to find out when Update 11 will be ready!



The Future

[h3]Update 12[/h3]
Update 12 will be a content focused release, acting as a development buffer while we work on Update 13. It’s going to include a new map, building theme and include three animals: Apatosaurus, Brontosaurus and Hell Creek’s very own armored tank, Ankylosaurus!



This update will have a focus on making visitors smarter and properly utilize our suite of new animations to make guests feel more lively. We’ve had to upgrade our animation tech for Update 11, so it’ll be great to properly stretch its muscles here.

As a continuation of staff management, we’ll be adding another new mechanic - messages! Through this menu, players will be able to negotiate employee salaries, try to keep staff onboard and interact with the administration team. We feel that this’ll be a great way to humanize staff and make their lives more than just a UI element. Check out the concept art below!





[h3]Update 13[/h3]
Like Update 11, this will be a large mechanical update focused on the animals! We’re aiming to improve their AI and behaviors with awareness, sociality and herding. There’s not too much else to say at this stage but we can’t wait to share more.


Created by Incog


Created by luci257


Created by f95_mo



Thank you for reading May’s dev diary!

We cannot wait to finish Update 11 as even in its current state, you can see it coming together. The team especially feels that with the next few major updates, the game will really begin to feel cohesive thanks to ongoing UI revamps and continued development into management mechanics.

- The PK Team

PTB: Patch (1.8.15)



Welcome, Park Testers!

This PTB release fixes a number of player reported issues with continued polish made to the current PTB features.

It also introduces a work in progress version of the Paleopedia - an encyclopedia featuring animal information and habitat statistics! A lot of information is either missing or temporary (e.g. paddock calculator, social needs, animal life cycle stats) so don't worry about that too much.


Some improvements have been made to the behaviour of fence gates, but please let us know if you run into other issues with the fence system.

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Known Issues
  • Due to splitting the animal species into their own genera, some info sign screens might load up with the wrong animal on display. Simply resetting the animal screen and saving should resolve the issue.


[h3]Full Patch Notes[/h3]
Additions
  • UI/UX
    • Added the Paleopedia (please note a lot of the values and stats are temporary!)
Changes
  • Balance
    • Enclosure Size and Crowding requirements for animals have been readjusted
  • Buildings & Scenery
    • Added a Gates section to the Enclosures menu
    • Gate to fence snapping improvements
    • Gate to fence group snapping (any gate!)
    • Added support for gates to play open and close sounds
  • UI/UX
    • Updated graphics and coloring to the animal info panel
Bug Fixes
  • Critical
    • Fixed hard crash when placing objects near the edges of the map
    • Fixed hard crash relating to visitor visualization
    • Hardened how some systems initialize so that they work consistently
    • Fixed multiple exceptions that broke various tools and menus
    • Fixed various modules being unplaceable
    • Fixed logistics memory errors
    • Fixed a temporary deadlock issue (would cause the game to pause for 1 second, when changing feeder type)
    • Revised fence placement logic to make enclosure detection much more reliable
  • Gameplay
    • Re-enabled nursery holder animals saving/loading
    • The tutorial was disabled again, after being mistakenly left available. We are currently working on a more intuitive tutorial system, about which we will be sharing more details in the future!
  • Animals
    • Fixed Leaelly IK
  • Guests
    • Fixed a bug that caused guests to use incorrect textures
  • Buildings & Scenery
    • Fixed fence terracing
  • Construction
    • Habitat Markers are now correctly made invisible when loading a game
    • Fixed fence terracing
    • Can no longer place fences intersecting a gate module
    • Can no longer place fences that exit the map boundaries
  • Rendering
    • Glass rendering happens later to render VFX pieces through it, may improve visuals, please give feedback :)
  • UI/UX
    • Fixed the Nursery Holder animal elements’ animations not updating with different time scales
    • Fixed overview settings button not properly toggling off once entering the pause menu
    • Fixed buggy module placement after placing a gate
    • Fixed layouts in the structure filter menu not refreshing correctly
    • Fixed main menu bugging out upon exiting a save[
    • Fixed Animal Info Signs not detecting nearby species after loading a save
  • Misc.
    • Fixed _TEMPSAVE string stacking multiple times on save files
Performance
  • Minor optimizations and stutter reduction
  • Loading performance improved
  • Modular memory usage reduced